The worst case scenario is that only the ST items get their descriptions and the other untiered are left in the cold.

What about the one thing everyone cares about: Pet Eggs!

Not a bad idea, but I’ll probably write one thing as a catch-all for every egg type, since you can only be an exasperated eyeball who is clueless on how robots and ghosts hatch from eggs for so many categories before you just have to force yourself to sound befuddled.

This was a really well designed dungeon. The difficulty is about the same as a mad lab. The floors do look a little like ruthven’s floors, but given the lore, it makes sense.

Every enemy seems really nicely balanced, although I think all the “Soulless” are just a little bit too tanky, maybe reduce hp by at most 5%?

The boss battle is insanely interesting, but it’s kinda unfriendly towards melees and there’s two improvements that could be made.

1: Make him stop a little bit longer at every square, it would give time for melees to get damage in.

When he goes in the middle, the gap between the shots should be made a little wider, at most 1.5 tile lengths.

The troom is also very fun and well made. Others are complaining that the hp is too much, but I think its just right. It would be pretty nice to have pets in that room though, so maybe you could add a tp function?

This is a really well designed dungeon and I just want to thank you and your team for all oof your hard work. Can’t wait to see this in game!

Hmm… I don’t have much (if anything) to say on the functionality of the dungeon or the bossfights themselves, but I really like that we got 4 unique items. 200 Mp cost seems a tad bit high, even for +42 mp and 21 wis (185 or 180, perhaps? I mean, the only people it’s gonna stop from using it as often as possible when useful are those w/ divine pets)… something I should add is 1. I only just realized that the mp heal applies to self as well, so I’m not sure whether you should add +40 mp, or what - if you use it w/ 200 mp and you have max mp, you’ll heal some 40 of it… an interesting concept for an item, for sure 2. Holy shit it has wis mod? I didn’t even know that. We can’t possibly have a runaway effect of permanently increasing wis because more wis=more wis the buff gives back, right? there is a cap somewhere/it doesn’t stack w/ other wis buffs? that concern aside (as incredibly amusing as it sounds)… yeah, I really like the idea of giving paladin more utility, even as much as I believe a different class would probably deserve it more, as fitting as it is. I think the idea of giving priest the ability to curse enemies for the trade off of self curse (honestly? you heal yourself for massive hp most of the time anyways and you probably already have a legendary pet, if not a maxed divine, it’s not as if you can’t take the +20% incoming damage - also, I don’t even know if it has wis mod or not, and if it does, what that wis modifier does… I think I’d much rather have this over t-pain because it doesn’t do enough damage for how close you have to get to use it effecitvely). It’s nice that samurai has another waki w/ a different status effect to use than just “lol I can expose everything and that’s about it”. The dagger… hmm

I think this dagger is almost perfectly balanced, just… can we get a slightly smaller angle between the shots? if it’s 15 degrees rn, can we get 12? it feels to me like it’s a mix between stinger (a really useful item, but… it’s hella rare and has what has always felt like the minimum range that you really need to get any real use out of a piercing weapon) and a bone dagger (has a very specific niche of piercing, but little enough damage and not enough range to make the best of it), which is something I’ve always wanted. Umm… I’m not sure if I’ve used it enough, but perhaps it should be toned down? idk, it genuinely does a good chunk of damage, which is not something I expected from this dungeon.

Edit: I was trying to run away from the bookwyrm and… it just straight up murdered my trix. Perhaps tone down its rage phase? seriously, the next time I die to it in prod, it’ll probably be worse than losing my new toy dagger in testing…

The dungeon while being pretty great has a couple of minor problems for me. It would be better if the troom’s tentacle weren’t faster than a 50 speed character as it becomes rather hard to keep rotating when it slowly catches up to you. The final phase should also have some sort of warning for switched rotation is jarring in its current state. The use tentacle granting sick seems rather unnecessary for a godland tier dungeon as the damage it deals along with the sick can make it rather oppressive.

I was running around in the library with a paladin that had about 45 def. It was the first library I did. Defeated the boss no problem. So then I go to clear the rest of the dungeon when one of the enemies charged at me and instakilled me. Dont rember what enemy it was but he stuns players (death screen says creepy small hands). Plis nerf this isnt godlands-dungeon friendly.

Putting it here again just for good measure. If someone really wanted to waste your time / deprive you of a complete, they could say “oryx”. Please have an option for those who do not want to listen to the full tale

The Waki is really well made. Its slightly wonky shot pattern and lower damage balances out the slow quite well.

The Seal is decently overpowered right now. I think it should either have at least a 3 second cool down to mitigate the spam somewhat as having an effective cost of 150 mana isn’t a really big hindrance for high level pets.

The dagger seems like it could become too overpowered. I like how it has two firing modes like the nectar crossfire, but it seems that the dps (it literally beats every dagger by a big margin) is a little too high. It needs at least a 10% damage nerf/makes its dps decrease faster against higher def enemies before its viable in game (faster fire rate + lower damage peer shot). Otherwise, we’re gonna have another riot on our hands (like with etherite) as the downsides of the weird shot pattern just doesn’t balance out the dps enough (also isn’t the true range of the weapon like 3.5?). I get the feeling that realm probably shouldn’t have a weapon that can push 4k dps while keeping a usable true range.

The tome is a really excellent concept. II really didn’t like it at first, but I started appreciating it more as I used it. Cursing yourself is actually really neat and is a pretty good trade-off for priests. There really doesn’t need to be any changes except switching the durations for the character vs the enemy, and even that isn’t really necessary. (as a side-thought, a good way to buff the Orb of Conflict is to make it give a massive dps buff on use, but the mystic is cursed).

I actually think the troom boss leans more towards the easier side, especially given you can duck out at any time (but maybe that’s because I’ve done like a bajillion of them by now and my testing char has a legendary pet). The only times I don’t steamroll it are when I fail to dodge a sick shot with many minions around, or if I run into a couple of the large parametric shots coupled with being overrun by minions. Even then, I can just leave the room and wait for my health to regenerate then head right back in.
Leaning more towards the easier side in my opinion doesn’t necessarily mean it needs to be made harder though, it’s already a lot harder than basically every glands troom after all.

You are right that it is difficult below that speed to keep up rotation speed with the tentacles. What I normally do is follow the rotation up until the tentacles have caught up with me, then weave between the sick arrows, then continue rotating. Even if I mess up, I generally have enough time when continuing to rotate for the sick to disappear, and I can always back out of the room.

I think the hardest part of the troom is definitely the big parametric shots. They’re difficult to dodge, at least for me, and they do pretty big damage; someone without a good enough pet will probably have to take a long time to do troom if they can’t manage to dodge those, along with the sick arrows, and keeping away from the minions if they are grouped together (assuming they are doing solo).

I’d really really like if there were at least a slight tell for when the final phase changes rotation too. Especially considering there are also slow shots around too! I haven’t died to that phase in a hot minute but good tells are always appreciated.

Awesome dungeon! I’ve only been able to run it a few times on testing, but I know it will definitely be one of my favorites once it’s in prod.

One random question I have about it: why do the Lips of the Lost occasionally say “Tertiary”? Are they announcing a phase change or something? I’ve only seen it a couple times, so I haven’t found a clear pattern yet.